Perhaps I am missing something? It would seem an average man/solider would struggle to hit, especially since there is no "aim" action to improve accuracy (unless one uses telescopic/electronic sights, which for pistols are useless). Perhaps everyone in the Far Future uses Submachineguns?
Let's see...
Average human with Revolver-1 skill. DEX 7. Target is at Medium Range, wearing no armor.
DMs
-----
+0 for DEX
+1 for Revolver skill
+1 for No Armor
-3 for Medium Range
That's 2D -1 for 8+ = 28% chance to hit. Remember, Medium Range is 50 meters. So that target could be over 164 feet away. That's quite a distance with pistol.
Throw in cover (which is a flat -4 DM in the TB if the character qualifies for the modifier).
DMs
-----
+0 for DEX
+1 for Revolver skill
+1 for No Armor
-3 for Medium Range
-4 for Partial Cover
That's 2D -5 for 8+ = 0% chance to hit. At 164 feet away, under partial cover, I can see that, too.
I see that as reasonable. He needs to be more skilled with the weapon in order to be able to have any chance at all of scoring a hit.
The revolver does 3D damage, though. Using the First Blood rule, if he hits, he'll probably take the target out (unconscious most likely).
Question 1: As a Referee how do you handle cover with a map-less/miniature-less game system? Abstract? Fiat (say a room with various trappings allows cover if one so wishes)? How do you reconcile this with a simultaneous combat system?
I just use my judgement. The TB says that cover is: The character is 100% behind something solid and cannot attack. If he leans out of cover to attack, he is partially covered, and the -4 DM is used to attack him.
If a person is leaning around a wall, his head is exposed, his shoulder, his firing arm and maybe some of his torso, if using a pistol. There's a lot more of the attacker outside of cover if using a rifle--maybe 100% for a short time. The Ref can either say, for the rounds that a rifle is used and the character attacks, he's is 100% exposed and gets no benefit from cover. It takes a pistol to get the partial cover modifier.
If crouching behind a car, for example, then if standing and firing over the top of it, the -4 DM applies to both pistol and rifle. This is all in my estimation, of course.
Question 2: Are most of your ranged combats close or at a distance? Do you find they draw out with most shots missing? Or are they fast and deadly? Or, perhaps non-existent?
Short and Medium range are used most of the time. Just think about the extreme length of each range category. Can targets get 50m out? If so, then Medium range is the way to go. If not, then how about 5 meters out? Then, the range is Short.
THE COMBAT ROUND
I use the Combat Procedure Chart on page 34 of TTB. I will handle things in that order. For this example, let's say that neither side is surprised.
I also always use the Typical Actions rule.
1. Typically, I will describe the situation first to give the players an idea of what is happening. "OK, you guys are unloading the freight, when you hear a snap of a branch--as if someone stepped on it. You look in that direction, and there are three men walking into the clearing, each carrying large weapons--rifles or shotguns--moving toward you."
Then, I will answer any quick questions, if the players have them. I might give them more description of their clothes, how the weapons are being held, range, and so forth, if asked.
2. The players will tell me generally what they are going to do, but I'm flexible and do allow them to change actions as the round goes on.
3. I break down what the players are doing into two Typical Actions, one Action and one Movement, or just one Action if not moving.
4. I will look to see if any character, NPC or PC can effect the other. For example, if a PC starts running, and nobody chases him or fires at him, then he will not be effected by the NPCs during the round. OTOH, if a PC is firing at an NPC, then that could obviously effect that person.
5. I try to do all the movement first, but it's not always possible.
6. In the most logical order, I will play out the characters. I will group characters together and play them all at once. "OK, A fires at B. B evades. And, C fires at A."
Then, I will play out all the characters who aren't effected by others.
I do this is a cinematic way. I think, in my mind's eye, what it would look like if it were being film. I take the characters around the combat round as if what they see is the camera lens.
7. Then, the round is done. Damage takes effect. And, we move to the next round.